Tiny Monstrosity, Unaligned
Armor Class 17
Hit Points 15 (5d4 + 4)
Speed 0 ft., Fly 60 ft.
STR
3 (-4)
DEX
24 (+7)
CON
12 (+1)
INT
4 (-3)
WIS
11 (+0)
CHA
14 (+2)
Saving Throws DEX +9
Damage Resistances Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Force, Poison
Senses Darkvision 120 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Ephemeral. The Arcane Wisp can't wear or carry anything.

Incorporeal Movement. The Arcane Wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Variable Illumination. The Arcane Wisp sheds bright light in a 10-foot radius and dim light for an additional 10-feet.

Innate Spellcasting. The Arcane Wisp's innate spellcasting ability is Charisma (spell save DC 12). The Arcane Wisp can innately cast the fol lowi ng spells, req uiring no material components:

At will: magic missile

Actions

Invisibility. The Arcane Wisp and its light magically become invisible until it cast a spell, or until its concentration ends (as if concentrating on a spell).

Description

An Arcane Wisp is a concentration of pure arcane magic infuse with an artificial life. Often created by master wizards, theses magical creatures are best used as guards in a mage's tower or lair, where they can patrol while invisible and then blast intruders with bolts of raw magical force. 

The formula to create an Arcane Wisp is very similar to the Animate Objects spell, but it is more complex since there are no physical objects to bind the magic into. Once the Arcane Wisp as being created, it follows it master's command like a normal animated object would.

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUnderwaterUrban

LanderBander

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